Rogue
Base Class: Rogue

Every criminal gang needs a demolitions expert, and in world's inhabited by magic, that demolitions expert might as well be able to cast some spells. 

Rogues of the Wildfire archetype are often thieves and thugs who find some form of magical talent within themselves and use it to further their criminal careers. They specialise in spells of destruction and violence, which often influences them to have volatile and fractious personalities. 

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: fire bolt and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Back Alley Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells from the evocation and conjuration schools on the wizard spell list.

The Spells Known column of the Back Alley Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or conjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Back Alley Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

Fire Bolt Gatling

Whenever you cast fire bolt you may target an additional creature, making an additional spell attack roll to hit the second target. You may do this a number of times equal to your proficiency modifier. This ability resets on a long rest. 

Unexpected Boom

By 9th level, you have become extremely skilled at taking your enemies by surprise with magic. Your sneak attack damage can now be added to any spells that require a spell attack roll, provided you have advantage on the attack roll. 

Volatile Evocation

Intense study into the formation of spells has given you the ability to alter the effects of spells you cast. You have become something of a magical mad scientist, wielding dangerous homemade formulations on established spells for horrific results. You gain two evocation spells from any spell list, which do not count towards your spells known, and gain dangerous additional effects to evocation spells you cast.  The effects granted by this ability are:

  • When you cast an evocation spell that deals damage, you may change the damage type done by this spell to either acid, thunder, fire, lightning, poison or cold. 
  • Any evocation spells you cast deal double damage against structures. 
  • You may choose to Quick Cast any evocation spells that require a spell attack roll, allowing the spell to be cast as a bonus action. However, any spell that is Quick Cast has the potential to go disastrously wrong. If the spell attack roll misses, the spell misfires and you take the damage the spell would have dealt. Damage is dealt in the type that the spell specifies, you are not able to change it. 

Bombarder

If a creature you can see takes damage from a spell, you gain advantage on your next melee or spell attack against that creature. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2024 11:23:45 AM
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